THE MOONKEEP ARCHIVES · FIELD GUIDE 0.2.0

The Gloamfall Codex

Know the magic. Read the darkness.
Everything you need for the journey between dusk and dawn.

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Co-op & reconnection

Private parties, shared XP, individual builds, revives, and what a network drop means.

Gather a party

  1. Choose Co-op in the Moonkeep and create a private lobby with your biome and difficulty.
  2. Share the room code with companions or use the friend invitation controls. Parties support up to four players.
  3. Each player selects an eligible hero and marks ready. The host begins once everyone is ready.
  4. Stay aware of teammates while fighting. Enemies scale with the party, so coordination matters.

Shared progress, separate builds

The party shares XP and level. Each player has separate weapon slots, passives, health, cooldowns and upgrade choices. Collecting XP helps everyone; collecting a chest checks the collector’s own evolution recipes.

Level choices freeze combat for the whole party until everyone chooses or the deadline resolves remaining choices. Opening a personal menu during combat does not pause a co-op hunt.

Bring a companion back

When a co-op hero falls, a living ally must remain within 70 arena units to build revive progress. The default revive takes three seconds, within a 15-second downed window. Progress drains if the rescuer moves away.

A successful revive restores 40% maximum health and grants three seconds of invulnerability. Each hero can be revived three times. If nobody remains able to rescue the party, the hunt is lost.

If your connection drops

An unexpected network drop reserves your seat for 30 seconds. The current browser session retries, then receives the same pinned configuration and a complete snapshot on success. Your character stops receiving movement input during the interruption.

An intentional leave gives up your place. Browser refresh, closing the page, or reopening it is not a durable run-resume feature. An active game-server crash also loses the in-memory hunt.

If a completed result is waiting to save, the game server keeps a durable delivery record and retries settlement. Do not confuse a pending completed result with support for restoring an unfinished hunt.

About this chapter

Rules describe the 0.2.0 defaults. Catalogue entries follow the loaded collection; active hunts and stored Daily challenges keep their own pinned rules.

Implementation references: game-server/room.ts · game-core/engine.ts · components/App.tsx